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About OiosAdvancement Choices:
1st: Expert/Inquisitor FCB +1 HP 2nd: Inquisitor FCB +1 HP 3rd: Inquisitor FCB +1 HP 4th: Inquisitor FCB +1 HP Male Expert/Inquisitor 2 Age 41 LG Medium Human Loyalites:
Init +11 (+0 dex +2 trait +4 feat + 5 Cunning Initiative); Senses Normal; Perception +12 (+4 wis +5 rank +3 class) Favored Class: Inquisitor Languages:
Tkoyah, Tsyiniah, Tooyah, and Abyssal
DEFENSE:
AC 15, touch 11, flat-footed 14 (+ 3 armor +1 armor attunement +1 deflection) HP 39 (2d8(16) + 1d8(5) + 1d8(5) + 1d8(5) + 4x1 con + 4x1 class bonus) Fort +8 (+6 base +1 con +1 ABP),
CMD : 15 (10 + 3 BAB +2 STR)
OFFENSE:
Speed 40 ft. (+10 from Travel Domain) MW LongSpear 1d20+7;1d8+3 (+3 BAB +2 STR +1 Focus +1 MW ) (1d8 weapon x3, brace/reach) MW Staff 1d20+7;1d6+3 (+3 BAB +2 STR +1 MW +1 Attunement) (1d6 weapon x2, brace/reach) Mace, Heavy 1d20+5;1d8+2 (+3 BAB +2 STR) (1d8 weapon x2) CMB: 5 (+3 BAB +2 STR) Space 5 ft., Reach 5 ft. SPELLS
Casting Tradition
A Godsworn Caster is a divine petitioner, asking the gods for access to a small amount of the deites' power. By serving and praying to a divinity, the petitioner gets the ability to tap into that gods' power, in turn granting access to sphere magic, with the following drawbacks: - Focus Casting (Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM's discretion, however, another caster's focus may be used instead. - Verbal Casting (You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly) Protection Sphere:
You are a user of the magics of preservation. Ward: As a standard action, you may create a ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward: Barrier: You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:
Armored Magic (aegis)
Warp Sphere:
You can twist space to your whim. Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination. Fate:
Word As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word: Hallow You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed. The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target. Some Fate talents are marked (word). These talents grant you additional words. Consecration As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration: Serendipity You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration. Fate talents marked (consecration) grant you additional consecrations.
Divination Sphere:
You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level. Detect Loyalties If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more. Divine Protection (divine) If you possess the Protection sphere, you may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes. Divine Warp If you possess the Warp sphere, you may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).
SPECIAL ABILITIES:
Race: Bonus Feat at first level Skilled +1 skill point every level Class: Expert: Add 8 class skills for Appraise, Disable Device, Kn:Geog,His,Local,Nobility,UMD, Linguistics Inquisitor: Domain Inquisitor: Judgement 2/day Inquisitor: Monster Lore. Add Wisdom on Knowledge checks when identifying abilities and weaknesses of creatures Inquisitor: Stern Gaze. Morale bonus to Sense Motive and Intimidate 1/2 Inqusitor Level (min 1) Inquisitor: Travel Domain Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Inquisitor: Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Inquisitor: Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. <-- Not used here. Inquisitor: Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Inquisitor: Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. Level 3: Scarred Legion TRACKED RESOURCES:
Judgement 2/day Spells 8/day Agile Feet 7/day STATISTICS:
Str 14, Dex 10, Con 12, Int 14, Wis 19 (+1 4th level), Cha 8 Base Atk +3; CMB +5 (+3 BAB +2 STR) CMD 15 (10 + 3 BAB +2 STR +0 DEX )
Traits:
Reactionary - +2 trait bonus initiative Strong Heart - +1 Bonus on saves against fear. DC of Intimidate against increases by 2 Role - Priest Feats:
First: Improved Initiative Human: Weapon Focus (Branch spear) Third: Intimidating Prowess First TeamWork: Scarred Legion Skills:
9 ranks per level (6 class +2 int +1 race) (* are class skills) Acrobatics +0 (0 rank, 0 dex, 0 class)
GEAR/POSSESSIONS:
Location: On Person
Location Worn:
Location Wielded:
Location Home:
Carrying Capacity Light: 58 lbs. Medium: 59–116 lbs Heavy: 117–175 lbs Money: 7 GP Total Weight: 80 lbs. (most of the kit contents will be at his home though)
Staff of Damballah:
The staff is carved in a wavy line, like a meandering stream. Made of white birch, it is old and worn, light, almost white, in color. Lighter than one would think, the top of the staff forks into a "y", a stylistic symbol of a forked river. The staff glows a bright yellow light if grasped within 30' of an undead creature by a worshiper of Damballah. Once the staff is used to attack an undead creature, the staff's powers activate. The staff gains one spell point per character level, which may be used by the wielder of the staff as part of another action (use a sphere, etc.). As the staff gains spell points, additional abilities will be unlocked. 1 spell point: the wielder of the staff can smite as the paladin class ability, using the wielder's casting modifier instead of wisdom, if appropriate. This ability costs one spell point to use, and otherwise functions as the class ability, including the number of times/day the staff can be used. 3 spell points: The wielder of the staff gains the Life Sphere, unless he or she already has it, in which case the wielder gains access to a talent from the life sphere of the wielder's choice. This talent can be changed out at every level. Once per day, (Oios) can call out to the powers of good to aid struggle against evil. As a swift action, (Oios) chooses one target within sight to smite. If this target is evil, the paladin adds (Wis) bonus (Four) to her attack rolls and adds her paladin level (Four) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses (Eight). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her (Wisdom) modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day. BACKGROUND Appearance:
Personality:
Views on Society:
1) How do you feel about living in a society with a rigid caste system? *All for it, with the caveat that with more power comes more responsibility and if a member of a higher caste abuses their privileged position then the wrath of Damballah be upon them. 2) How do you feel about your government, which is strong and centralized. It provides good services (good roads, navigable waterways, enough to eat and survive the winter for most every citizen) but also takes its fair share of production and then some. *Good works require communal effort and it is good that all contribute towards the well being of all. 3) How do you feel about your role/place within Takayan society? *Had a hard and lonely life but dedicated to a good cause so happy enough.
NPC:
Anayda Anayda is Oios' younger sister who lives a comfortable life married to a decent craftsman in Te-Moak. The two siblings fond of each other but Oios rarely visits not only because of the demands of his job as a traveling inquisitor/rural judge but also because her children get on his nerves. Just as they become old enough to become delightful young people that he enjoyed being around they started having children of their own turning Ananda's home into a never ending cacophany of shrieks and giggles and wails and tears. Oios is glad that Ananyda is happy but he can't be bothered to deal with any of that. Telowo
Mariet-Ambala
Oios considers this one of his finest achievements but Agel's mother, Mariet-Ambala, a very highly placed noblewoman in Cornucopia, bitterly disagrees. Disgusted that a few peasant children being taken by filthy barbarians would in any way justify the death of her precious boy Mariet-Ambala uses her considerable influence to get Oios drummed out of the inquisition. It is only the personal intercession of quite a few highly ranked priests in the Inquisition that a compromise was reached by which Oios would be eased out of the Inquisition with an honourable 'early retirement'. Accepting what has come his way with grace, as any holy man should, Oios is only a little bit angered by this turn of events but accepts this. His deep faith in the wisdom of Damballah and his goodly children means that Oios isn't afraid of whatever other act of revenge Mariet-Ambala might attempt. Perhaps he should be. Goals, Desires and Motivations:
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